3-7-13?
.... wait. those are Kingdom Hearts Arc Numbers.
oh dear.
.... wait. those are Kingdom Hearts Arc Numbers.
oh dear.
3-7-13?
.... wait. those are Kingdom Hearts Arc Numbers.
oh dear.
Wouldn't that enter under Dresden files magic? I remember him making a love potion with tequila and a thousand dollars, and the skull mentioned that as long as something has a symbolic value you can craft with it.
Wouldn't that enter under Dresden files magic? I remember him making a love potion with tequila and a thousand dollars, and the skull mentioned that as long as something has a symbolic value you can craft with it.
Is that what you meant by fluff?(sorry if it's bad I've never done this before)
*wanders in after binging*So, I need the following skills fluffed out a bit. Though I am avoiding giving specific stats. We don't need to spend forever managing them. I have two kinds of Skills. Passive, and Active.
Passive skills are things that boost your ability to do things, or modify it in some way to be better.
Active skills are just that. Special attacks, magic, what have you.
I have these Passives and this active. If someone would please fluff it out, I will give them a Major boon for Taylor. Additionally other skills are welcome as well, and will save me time and effort. (and potentially earn minor boons)
*wanders in after binging*
Can you expand more on what you mean specifically by fluffed out? Are you looking for flavor? Are you looking for skill tiers? How is the skill system intended to work? Skill evolutions? Skills unlocking others at a certain level? How are 'necessary secondary skills' covered? (Ex: If this was Naruto, some sort of Chakra sense is all but given after trying any sort of Chakra manipulation else you have no idea what you're actually doing)
So, couple ways to handle this:
- Swordsman: You are proficient with single handed weapons.
- Dual Wielding: You can easily wield two weapons.
Probably break this into Light Shields and Heavy Shields...or really along the lines of what I suggested above for weapons, there being this as a generic "use shield" skill and then some specialist subskills.
- Defenders Stance: You are well versed with the use of shields.
Split this off into Hide and Move Silently, which do what you would expect. Hide then combines with Disguise to unlock Hide in Plain Sight at a certain point. At some point, perhaps on Mastery of all relevant skills, they can recombine into Infiltrate or something of that nature that saves slots (if that's a thing) and then offers more benefits and a higher tier of learning above the basic Mastery of each.
Okay, so this is what I was talking about with Skill Evolution. I think actually this one could be kept unique to start to properly simulate 'magic'. That's what it just starts off as and she gets gains for any generic task involving magic. At some low level, it actualizes into Mana Sensing (passive) and Mana Manipulation (active). From there spins out into Enchantment, Illusion, Evocation if you want that system or Fire Manip, Untyped, Lightning Manip or Internal (Body) Mana Manip and External...well, you get the picture. Basically, it starts off as broad, flexible, and mysterious as possible and Taylor has to effectively shape her own skill tree through her own understanding and conceptualization of Magic.
- Magic: You have a firm grasp on the art esoteric. (While this is based off of Dresden Files, it is not so exact. for example it doesn't interfere with Tech.)
Yes?Got it. I'll take a short stab at it and let others either continue or refute or just leave it and I'll circle back to it sooner or later.
So, couple ways to handle this:
1) You could have generic 1H Weapon, 2H Weapon, and DW skills and -then- specific weapon class skills to represent weapon classes (Swords, Axes, Hammers, etc). Lots of passives, but retains flexibility for the user.
2) You could specifically call out 1H Sword, 2H Spear, 2H Club and so on. Removes a few skills but the downside is that using a 2H Club apparently didn't give you anything at all for using any other 2H Weapon, which doesn't quite feel right to me.
Unlocking: So, could inherit the SAO system where you have to walk through the basic skills of 1H Sword before getting to the cool stuff of 1H Curved Sword and from there to Katana (2, basically) or you could just work it more a D&D type thing where she gets better at using any weapon that would fit into that type but she might not know the nuances of how a specific class works best (1).
Top end skills could all be flavored to call out some specific person. Ex:
Katana (Master): You could match Musashi Miyamoto himself in a duel.
Spear (Master): Yukimura Sanada at his peak couldn't beat you.
Halberd (Master): Amongst horses, Red Hare. Amongst men? You.
of course, sometimes just feel like taking the piss:
Dual Wielding (overall description): The ancestral art of the dark elves, who weave a deadly dance of paired weapons.
->Novice: You've taken your first steps past just being a moody teenager into actual knowledge, congratulations!
Probably break this into Light Shields and Heavy Shields...or really along the lines of what I suggested above for weapons, there being this as a generic "use shield" skill and then some specialist subskills.
1H Swords + Light Shields could open up Swashbuckling as a dedicated passive, which gives certain other additional benefits. 1H Spear + Heavy Shields gives Hoplite, 1H Swords + Heavy Shields gives Legionnaire.
Split this off into Hide and Move Silently, which do what you would expect. Hide then combines with Disguise to unlock Hide in Plain Sight at a certain point. At some point, perhaps on Mastery of all relevant skills, they can recombine into Infiltrate or something of that nature that saves slots (if that's a thing) and then offers more benefits and a higher tier of learning above the basic Mastery of each.
Okay, so this is what I was talking about with Skill Evolution. I think actually this one could be kept unique to start to properly simulate 'magic'. That's what it just starts off as and she gets gains for any generic task involving magic. At some low level, it actualizes into Mana Sensing (passive) and Mana Manipulation (active). From there spins out into Enchantment, Illusion, Evocation if you want that system or Fire Manip, Untyped, Lightning Manip or Internal (Body) Mana Manip and External...well, you get the picture. Basically, it starts off as broad, flexible, and mysterious as possible and Taylor has to effectively shape her own skill tree through her own understanding and conceptualization of Magic.
---
I'll stop here to await feedback before wasting effort running off onto a tangent you think is dumb.
There all probly not that good but i figured i could give it a try anyway.
Okay, tell you what, let's take a step back then. How married are you to Canon!SAO's skill system? It should be well known by now that SAO has a very archaic system for an MMO/game system. You seem to have already moved away from it somewhat by splitting into passives and actives...but recall that in SAO you get new auto-moves from advancing higher in the skill. Is that not intended with these versions? What else do you conceive as actives to compete with Magic, since it's not physicals right now? Did you actually want to make the weapon specializations be the actives while the generic styles are the passives? (Or vice versa.)THAT SAID! I like these ideas. I'm going with slots but haven't nailed down the exact amount. At start I'm thinking 1 active and 4 passive. But maybe drop passive slots and just have them skills. Let them build up and so on. On the other hand, something like Swordsman (1 handed weapon skill) might have a single sub slot after say journeymen is reached? This allows for a weapon specialization skill to be slotted?
To throw another wrinkle into this, recall that there are -a lot- of ways to wield a Keyblade, really. There are some universal aspects, but everyone still had their own way of doing things (some 2H speedy attackers, some more 1H classic swordsmen, some who are using it as a wizard implement to shoot mainly, and so on).It seems like a good idea, but anyone who had DMed known that doesn't mean it IS a good idea. Also, keep in mind, Tay has a Keyblade. this means she will get an epic skill (passive?) for Keyblade proficiency and use. I'm still feeling this part out.
Then give her one style of using the keyblade prehaps a mix between magic use and one handed swordsmanship(a paldin?).Okay, tell you what, let's take a step back then. How married are you to Canon!SAO's skill system? It should be well known by now that SAO has a very archaic system for an MMO/game system. You seem to have already moved away from it somewhat by splitting into passives and actives...but recall that in SAO you get new auto-moves from advancing higher in the skill. Is that not intended with these versions? What else do you conceive as actives to compete with Magic, since it's not physicals right now? Did you actually want to make the weapon specializations be the actives while the generic styles are the passives? (Or vice versa.)
It feels like things are getting a little convoluted at that point, even stripping away a lot of the stuff I proposed.
If you're married to skills and to having limited active slots, then at that point I feel like Skill Evolution for everything is the most elegant. For example, she starts with 1H Sword, at a certain point the skill itself evolves into 1H Straight or 1H Curved, then from 1H Curved into Scimitar or Katana or whatever. Yes, that locks her into whatever she picked, but that's fine, plenty of games do that anyway.
The other main problem is that it's very hard/nigh impossible to really do justice to Magic and flesh it out in a vaguely balanced fashion while you're locked into a limited skill slot system unless you make it overly broad within a given skill (or as the only skill)...at which point Magic is its usual silly kinda wanked self and there's no reason to do anything but Magic. (Even ALO already broke things out into various flavors of Elemental Magic and only seemed to have a relatively limited repertoire. If we're trying to present Useful Skills for Real Life, well...)
To throw another wrinkle into this, recall that there are -a lot- of ways to wield a Keyblade, really. There are some universal aspects, but everyone still had their own way of doing things (some 2H speedy attackers, some more 1H classic swordsmen, some who are using it as a wizard implement to shoot mainly, and so on).
7 sounds like a magic number so im gunna go with that.Spectrum, ok. You make some good points. I think I was falling into a trap of my own making with Active/Passive skills as I had though of it. So instead, lets keep the classic SAO slot and skill system (mostly?) it was the engine chosen by popular vote (Grumble, grumble). So... what would be a good starter number of slots? 3, 7, 13? Yes, I'm using these numbers on purpose.
As for Magic... leave it vague. It is an out side skill not an SAO thing so it just shows Tays capacity with it? I think that sounds good... but maybe not?
As for the keyblade, lets leave that an Epic skill that has it's own slot. And, much like magic it will be the metric that dictates ability with the keyblade. (not really having any but needs to exist as far as game mechanics go?)
The style of combat I will be using will be a fluid mix of one handed swordsmanship, magic, and shenanigans as they arrive. It is a Sword Mage... basically.